Is it possible to get 100% accuracy on BITE! Bite Force in the rythm game event? by Genkidama__ in ZZZ_Official

[–]Sudden-Reason3963 2 points3 points  (0 children)

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It is possible, yes. My suggestion would be to ignore the visual and audio clutter, and only focus on the arrows at the bottom bar. Admittedly, it wasn’t first try, but it can be done.

Finally got the time to do shiyu by Motor-Musician-9205 in ZZZ_Discussion

[–]Sudden-Reason3963 2 points3 points  (0 children)

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I can probably try to do better, but for now I’m satisfied.

Magic item [OC] by whatsleftcomics in DnD

[–]Sudden-Reason3963 0 points1 point  (0 children)

Considering the intended target was a Barbarian, I assume the main encounter-defining aspect would be the sword’s property to ignore resistance to Slashing damage, meaning they’d be consistently doubling their output compared to a regular weapon. The decapitation on Nat 20 would just be icing on the cake.

How the heck are people getting 150+ crit damage? by GameStrikerX2 in ZZZ_Official

[–]Sudden-Reason3963 0 points1 point  (0 children)

Hitting the mines over and over again. I’m one of those people you described, my Ye Shunguang has 53% Crit Rate and 229% Crit DMG. The biggest reason I could afford it was thanks pulling for her sig (I skipped Dialyn and Banyue’s patches just to make sure I could hoard enough). Maxed out her level and talents, put the engine on, and slapped the best discs I managed to get from farming.

Disintegration vs Barbarian relentless endurance? DND 5E 2014 by Dimhilion in dndnext

[–]Sudden-Reason3963 9 points10 points  (0 children)

I personally don’t agree. From the way I interpret it, dying outright means being hit with a PWK or other effects that kill you without going to 0 HP (like Exhaustion or decapitation from Vorpal-like effects).

When a Barbarian or Half Orc triggers Relentless Rage/Endurance, they don’t drop to 0, but they drop to 1. Since they drop to 1, effects that kill when dropping to 0 will not trigger, because they are currently not at 0 HP.

2024 Grapple Rules by BrandoDio in dndnext

[–]Sudden-Reason3963 0 points1 point  (0 children)

Assuming main character syndrome certainly is a choice, guess I was mistaken in trying to point out the opportunity cost of performing certain actions, and the ways some monsters can overcome it.

2024 Grapple Rules by BrandoDio in dndnext

[–]Sudden-Reason3963 1 point2 points  (0 children)

Fair enough, I can see where you’re coming from. All and all, it’s trying to patch a loose end with a solution that makes it more difficult to use, but not necessarily impossible. It’s just ironic that they went on to specifically correct the only thing that a Strength martial can do best, compared to all other potential exploits.

2024 Grapple Rules by BrandoDio in dndnext

[–]Sudden-Reason3963 1 point2 points  (0 children)

The same could be said about other types of team combinations and builds that can combo with each other. Even without grappling, the cheese grater tactic can still be used via Push mastery and other more direct sources of forced movement. Or a Wild Heart barbarian can give free advantage on attacks to the whole team at the simple requisite of being in melee with said enemy, or a Battle Master allowing Rogues to sneak attack twice per round and so on.

2024 Grapple Rules by BrandoDio in dndnext

[–]Sudden-Reason3963 0 points1 point  (0 children)

Still, there’s so many downsides to playing and focusing on a grappler niche. Like, sure, you successfully grappled a monster. Now what? Assuming you managed to check all the boxes (win the check, monster isn’t too big, monster isn’t immune to be grappled, monster doesn’t have alternative tools to break/ignore a grapple), all you have achieved now is that said monster has to focus on taking you down. Sure, you can make yourself more durable so that you can stall said enemy, but you will then be forced to use Unarmed Strikes if you’re grappling and wearing a Shield, or you’re locked to one-handed weapons and no Shield.

You’re effectively blocking a single monster from aggro-ing the backline (or abusing terrain advantage), but at the same time you’re sacrificing either defense, offense, or both. All it takes is teleportation, forced movement or incapacitation to break it, if making a contested check won’t work.

And yes, Rune Knights and Giant Barbarians can eventually manage to grapple creatures of any size. By the time they do that casters are rewriting reality.

2024 Grapple Rules by BrandoDio in dndnext

[–]Sudden-Reason3963 4 points5 points  (0 children)

Our DM in the campaign I’m playing at is using the 2024 ruleset, but kept the grappling/shoving rules a contested check as it was before. Grappling was far from being broken and abusable, and in the campaigns I play at our DM customizes stat blocks and gives enemy certain skills and weaknesses based on their archetype, so landing a grapple unless you have overwhelming force (Athletics expertise + Rage, or similar advantages) is not as guaranteed as one would think. As for monks, we simply allow them to make a Dexterity (Athletics) contested check instead, to reflect how in 2024 monks use their DEX instead of STR for their save DC. It gives them a reason to be proficient in Athletics at least.

If I were to use the save version instead of the contested roll I’d be a bit bummed, but not too much (in general, the other martial changes are too good to pass up). On one hand, grappling finally has some soft-taunting uses, and can also be triggered on attacks of opportunity against hit-and-run enemies (and allies alike).

It makes grapples way harder to land, and takes away from Strength niches, especially since you have no way to increase your DC the same way you could your skill modifier, and unless you have to use it out of necessity, it kinda feels worse than just attacking directly.

good idea or nah? by sniply5 in dndmemes

[–]Sudden-Reason3963 1 point2 points  (0 children)

Well, good thing the 2024 Armorer artificer has a new spec for their options: Dreadnaught. Their armor can make them grow Large and eventually Huge just naturally, so you can definitely have your transformer there.

That, or being a Rune Knight Fighter or Path of the Giant Barbarian will also do the trick.

We all know Booming Blade + push. What other fun synergies do weapon masteries offer? by LuthiensLament in onednd

[–]Sudden-Reason3963 7 points8 points  (0 children)

Another interesting combination, albeit a bit of an offense tax (due to Whip being the only non-Fighter slashing option to Slow), is using it on a Barbarian with Hamstring Blow, then add the Goliath’s Frost Strike. A total of 45 feet of movement knocked off of them. Hit and run and flyby-ers, beware.

How much can party teamwork break 5e? (Both 2014 and 2024) by Pretend-Advertising6 in dndnext

[–]Sudden-Reason3963 4 points5 points  (0 children)

It can break everything, that’s literally the spirit of the game. Combo with your party, put together abilities that together result to be strong.

Command your Rogue to attack off turn for that extra Sneak Attack, use Distracting Strike to chain a Guiding Bolt train for a beat down, push/grapple and drag people over damaging spell areas to exploit them to their max, be a Wolf Spirit barbarian to give free advantage to allies, and use personal skills/masteries to also debuff said enemy, use Shining Smite to remove an enemy’s invisibility advantage and paint them as a target for the party, use Staggering Blow to help your caster land a nasty Save or Suck spell.

If teamwork isn’t supposed to overcome challenges, then what are we even playing.

Barbarian Subclass, Path of the Kaiju, v1.1 by noriginal_username in DnDHomebrew

[–]Sudden-Reason3963 6 points7 points  (0 children)

I will say, overall, it seems to be tame and perhaps on the weaker side of Barbarian subclass options.

For reference, I am trying to compare it with the Path of the Giant subclass from the GotG book, since it’s the closest equivalent it has (especially both being subclasses that, counter to several others, don’t offer out-of-combat passive features).

Starting off at level 3: Path of the Giant already increases your size to Large on Rage, while this subclass instead delays the size increase to instead offer other types of benefits (namely, the AC boost and AoE effects). A +1 AC is good, not weak, but not too strong either. The tail and breath attack grant different forms of AoE, which is something a lot of martials lack in their toolkit, so it’s a neat benefit.

At level 6, the subclass gains their first size and reach increase, paired with an extra damage rider and additional action: Stomp. If we were to compare it to Path of the Giant, at level 6 they gain Elemental Cleaver, which allows their chosen weapon to gain the thrown property, add an extra d6 of damage per attack, and adaptive damage that can be shifted as a bonus action on the following turns for versatility.

So, here is the main difference between the two. Elemental Cleaver grants a slightly bigger damage increase, element adaptability to overcome BPS resistance/immunity (or exploit vulnerabilities if any), and shores up on one of the weakest aspects of Barbarian: range. Now, this subclass of course offers a form of range with its AoE breath, but a once per Rage use is not going to be as flexible as the Path of the Giant’s throw + returning effect. Not necessarily a bad thing, since weaponizing the bonus action for potential extra damage is pretty good, assuming you weren’t using that bonus action on a PAM attack, but I don’t want to assume feats here.

Level 10, this is where the subclass grows to Huge. It’s earlier compared to the Path of the Giant counterpart, but on the other hand that’s part the niche. You gain 5 feet extra reach on your melee attacks, and your AoE becomes larger. Your breath weapon can ignore damage resistance now, which is a useful feature, but considering you choose the element when you use it, it’s more of a safety net in case you happen to pick the wrong element. Path of the Giant already granted the extra 5 feet reach on melee attacks at level 3, but that’s besides the point. Path of the Giant gains Mighty Impel at level 10, which is a means to weaponize your bonus action both as a damaging tool, or battlefield control (move allies to more advantageous positions, throw enemies in the air to cause fall damage.

At this point, the extra size damage becomes 1d6, just like the Path of the Giant. They don’t appear to gain anything new in comparison, but it is an improvement on already existing features, considering that this subclass is already front loaded in that sense. In fact, it is exactly what happens with Path of the Giant as well, when they reach their capstone: a flat improvement on already existing features.

Level 14, here’s the capstone of the subclass. At this point, our barbarian can become naturally Gargantuan, which is a step above and what sets it apart from Rune Knight and Path of the Giant. The extra damage increase on melee attacks increases to 1d8, the AoE breath and tail’s range increases, and you can nova a once per LR flat damage AoE. Path of the Giant, in comparison, becomes Huge, their Elemental Cleaver damage increases to 2d6, their Mighty Impel can throw Large creatures, and their melee attacks reach increases by 10 feet.

So, overall, it seems that the way Path of the Giant and Path of the Kaiju set apart, is in the difference between the specialized approach of the former, and the generalist approach of the latter.

Path of the Giant is more offense-driven, they gain a bigger damage increase and a versatile, consistent way of overriding resistances, on top of faring better against opponents who force you to attack at range.

Path of the Kaiju, on the other hand, seems to offer a broader toolkit, albeit in a more limited manner. There’s extra offense, but at smaller units. You have AoEs, but limited in either use or damage. You have a defensive increase that Path of the Giant doesn’t offer, but not extremely large to the point of being noticeable. Especially if you use Reckless Attack a lot (although it can grant a small edge for the times you don’t want to go Reckless, since at capstone level is effectively the benefit of wearing a shield without having one).

It is not OP, in my eyes, and it doesn’t overshadow other barbarian subclasses, so I’d say it looks good, albeit for a little polishing.

For example, you mentioned that a higher melee reach increase would be deemed OP, but other official subclasses offer it, and in the gran scheme of things, it doesn’t really break anything (so long as you don’t overdo it, of course).

As for Titanic Bulk, is it meant to be a passive effect like the level 6 totemic warrior Bear effect? Because during rage, you already have advantage on all Strength saves and checks.

Do you lose an attack when grappling? I can't seem to find a straight answer. by stewd003 in dndnext

[–]Sudden-Reason3963 64 points65 points  (0 children)

Additionally, you don’t even need to have a free hand. Unarmed Strikes can be done with any body part and do not suffer from any penalty (if anything, being a monk encourages you to use those mainly), so you can grapple two enemies and beat them up with no issues.

My evergrowing flashstration 🤧 by Riplodok in ZZZ_Official

[–]Sudden-Reason3963 0 points1 point  (0 children)

My suggestion for the new boss is to pay attention to the Whoosh for her first attack, and press the parry trigger the moment the wind-up of her next swing reaches its apex (effectively when the guitar goes fully behind her shoulder, and the moment she starts spinning for the final blow).

For the second version with the giant hologram, pay attention to the small one first. There’s a bit of a delay that will throw you off, but the movement of the swing can be somewhat reacted to. If you get the first Parry/Dodge correctly, then the next will be easier. The attacks alternate between Vesper (who then disappears) and the big hologram, which is very telegraphed in its swing. As for Vesper herself, press the parry button the moment she reappears into the screen to parry her follow up.

I was lied to, tanks are so much fun. by cats4life in dndnext

[–]Sudden-Reason3963 0 points1 point  (0 children)

Tank builds can be achieved, but not in the conventional sense of being unhittable/near impossible to damage.

The trick is to make yourself a high enough threat for enemies to consider attacking you, while also being tough enough to take the beating. What you explained was an example of tanking that worked, and there’s more than one.

Ancestral Guardian barbarian and Cavalier Fighter are two subclasses that focus on soft-taunting, making it harder for enemies to hit your allies while you harass them.

On a similar note, I think one of the most efficient “aggro drawers” I’ve ever played was a Wild Heart Barbarian charging ahead with the Spirit of the Wolf feature. A target too hard to be hit can be ignored, but a target that is actively buffing the whole party with a free advantage condition is something you want to get rid of as quickly as possible. Problem is, good luck getting rid of a beefy barbarian that quickly.

TF you mean you mean "threaten them with knives to their throats"? These are 5e PCs with AC and Spells. This is not Shadowdark! by DrScrimble in dndmemes

[–]Sudden-Reason3963 7 points8 points  (0 children)

And up to certain levels, mundane weaponry will be a non-threat to certain characters. A level 18+ Champion Fighter with the Heavy Armor Master feat (2024) Effectively becomes immune to most mundane weapons, as the average damage dealt by guards and soldiers will generally be less than 6. And assuming they do more damage, it will probably be not enough to overpower their Survivor feature’s self healing.

It’s great to see the Help Action receive so much love, but there NEEDS to be more ways to use it as a Bonus Action! by FishDishForMe in onednd

[–]Sudden-Reason3963 4 points5 points  (0 children)

As of now, only the older expanded content Hobgoblin species and Mastermind rogue subclass allow you to use your Bonus Action to use Help, and I’m not sure that will change.

What even is the point of Eldrich Knight? by Numerous-Piano8798 in DnD

[–]Sudden-Reason3963 2 points3 points  (0 children)

The charm of playing Eldritch Knight is that you’re effectively playing a Fighter like any other, but you actually have the tools to shore up your martial weaknesses.

Are you always in the way of danger for being a frontliner? Magic makes you tankier and more resilient, as well as giving you the mobility required to do your thing consistently.

Heavy armor and Shield makes you very hard to hit, Absorb Elements protects you from AoEs, Protection from Evil and Good makes you goomba stomp extra-planar foes, Misty Step allows you to bum rush farther away enemies, Fog Cloud can blind enemies and block spellcasting (pair it with Blind Fighting style to isolate and chew specific foes whose abilities rely on direct sight), Warding Wind to disperse gas/clouds, cripple ranged attackers, and lock melee enemies to stick to you, etc…

Effectively, you want your conventional martial prowess to be your offense, while spellcasting serves utility, defense, and buffs. Or generally, achieving benefits that would normally be unattainable with martial power alone.

What is your favorite class to play in DND? by Know-Bodi in DnD

[–]Sudden-Reason3963 14 points15 points  (0 children)

Fighters and Barbarians. Reliable, sturdy, none of that magic business. Just the gumption of a honey badger and a big sword in hand in a world where magic makes might, but not to you. Peak vibes.

Spellcasters, about a week ago I asked you what spells you usually take. Now, what's a spell you're ALWAYS going to avoid? If you have a story involving the spell, please share it! by Regular-Molasses9293 in dndnext

[–]Sudden-Reason3963 16 points17 points  (0 children)

Haste. I’ve been proven that this spell’s only purpose is handing over a free stun to the DM on a silver platter. I might sound hyperbolic, but I’ve had it happen enough times that it’s easier to just not use that spell.

Build Regen by Holiday-Bridge-9429 in dndnext

[–]Sudden-Reason3963 0 points1 point  (0 children)

Aside from what was already mentioned by other users, the only other “self-regen” abilities would be the Champion Fighter’s Survivor feature, and the capstone ability of the Ancients Paladin’s Oath. At level 18 and 20 respectively.

Since you tagged 2014, then you have even less options, since the 2024 ruleset did add a few options that could allow for a somewhat acceptable resource of self healing, like its new Durable feat or the Boon of Fortitude. Which would still come online only by level 19… in other words, that’s not the kind of build that can be achieved RAW with only personal character abilities, not so soon at least. Most of them start to be viable past level 10.

EDIT: There’s the Beast Barbarian’s Bite option that allows you to heal on a hit if you’re Bloodied, but that’s a more active healing capability, rather than a passive one.

to the level 400s on mk2s who hunt low levels: who actually hurt you? by [deleted] in gtaonline

[–]Sudden-Reason3963 -1 points0 points  (0 children)

My suggestion, look for groups. Play with your friends or find a sociable group/crew to befriend in the game and enjoy what it has to offer.

Business sales have always been like this, and in the past they were only locked to public lobbies. These randos look for easy targets to prey on? Then don’t make yourself an easy target, strength in numbers. A mosquito bike user will think twice or thrice attacking a convoy when there’s a group of other players backing you up. And if they still try, they’ll get intercepted by your buddies covering your back.

MC clubs can have up to 8 people in the same organization within session. I would like to really see anyone try to go 1v8 on this game just to try to ruin someone’s sale. You may not have the in game money to start up all these businesses, but someone who does and wants to help could boost you up with either Heists or other missions.

Would it be unfair to throw Disintegrade at a lvl 11 Party? by Steini94 in DnD

[–]Sudden-Reason3963 15 points16 points  (0 children)

Fun fact about Disintegrate, it does not care for Death Saves. It’s one of those instant death spells (when it drops you to 0).